Hi all,
I am trying to port ffmpeg on android. But I am unable to
cross compile it on arm toolchain provided by ndk. Can any one suggest
me how to do it? I have downloaded ffmpeg-android code from the site
git://gitorious.org/~olvaffe/ffmpeg/ffmpeg-android.git. But libswscale
is missing in that so I could not proceed forward. I request all to
please suggest me some ways to cross compile ffmpeg on android and
ways to generate an executable file using the developed static
libraries.
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Hi Ngo Van Luyen
now how are you going use the ffmpeg library in our application.
Regards
KiranOn Tue, Oct 19, 2010 at 5:06 PM, kiran <kiranb...@gmail.com> wrote:
On Tue, Oct 19, 2010 at 5:02 PM, Ngo Van Luyen <nvlu...@gmail.com> wrote:
hi kiran,I didn't try to test it yet, but it's strange that the size of ffmpeg.so is 1.6KB,
That's' fine bzoz libavcodec is 20203588 and that is the actual library which contains the codec.regards
Kiran2010/10/19 kiran <kiranb...@gmail.com>
Hi Ngo Van Luyen
What is the problem actually ? any log.
Any executable linked to this library is not getting executed bcoz is not able to find the library, even though library is in /system/lib
Regards
Kiran
On Mon, Oct 18, 2010 at 5:49 PM, Ngo Van Luyen <nvlu...@gmail.com> wrote:
Hi,and I have libffmpeg.so with 1.6KB1599 libffmpeg.so588142 libswscale.a104346 libpostproc.a341158 libavutil.a20203588 libavcodec.a6436020 libavformat.aI think this is the link problem, but I don't know how to fix. I am not familiar with makefile :(2010/10/18 kiran <kiranb...@gmail.com>Sure, any time
Regards
KiranOn Mon, Oct 18, 2010 at 1:10 PM, Thorbjørn Vynne <thorbjo...@gmail.com> wrote:
Hi Kiran
That's great I'll have a look at that. Will probably come back with
more questions later...
Will post my progress as well...
Best regards
Thor
On 18 Okt., 06:57, kiran <kiranbhat2...@gmail.com> wrote:
> Hi
> i integrated the ffmpeg to stagefright framework through the following
> mechanism
> There is libomxil-Bellagio interface library(http://omxil.sourceforge.net/news.html) which provides openmax-IL layer
> using ffmpeg decoder as a codec engine, Since any codec which implements the
> openmax-il layer can be easily be integrated to the stagefright framework.
> You need to create libstagefrighthw library using the
> OMXPluginBase structure,ti-omap3 provides an example for stagefright the
> code example is in hardware/ti/omap3/libstagefrighthw.
> if you implement using this method one advantage is that the
> youtube streaming and any mp4 streaming and standalone playing stagefright
> framework will take care of playing using ffmpeg.
>
> regards
> Kiran
>
> On Mon, Oct 18, 2010 at 10:06 AM, kiran <kiranbhat2...@gmail.com> wrote:
> > Right now i do not have the git repository, but i can guide in porting
> > ffmpeg to stagefright i will provide you the Android.mk file for ffmpeg and
> > libomxil-bealligo and the modification done to libomxil-bealligo and
> > creating vendor specfic libstagefright hardware and libOMXCore for ffmpeg.
> > Regards
> > Kiran
>
> > On Fri, Oct 15, 2010 at 4:07 PM, Thorbjørn Vynne <
> > thorbjorn.vy...@gmail.com> wrote:
>
> >> Hi Kiran
>
> >> I can see from one of the other threads that you have already
> >> completed this work and think about creating more demuxer for
> >> stagefright. Really nice work !! Do you have a git repository that
> >> makes this available somewhere? I would really like to mess around
> >> with this.
>
> >> Best regards
> >> Thor
>
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On Nov 10, 3:41 pm, Ngo Van Luyen <nvluye...@gmail.com> wrote:
> Ok, I changed config.h and it's ok now
>
> 2010/11/10 Ngo Van Luyen <nvluye...@gmail.com>
> > path/workspace/svn3/gpac/modules/android-make/obj/local/armeabi/libavcodec. a(allcodecs.o):path/workspace/ffmpeg/jni/ffmpeg/libavcodec/../libavutil/lib m.h:66:
> > first defined here
> > ......................
> > ......................
>
> > --------------------------------------------------------------------------- ---------------------------------------------------------
>
> > Does someone meets this before?
>
> > Thanks
>
> > 2010/11/2 ggomeze <ggom...@gmail.com>
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[...]
> What am I missing here?
Frankly, it won't necessary solve this problem, but you'd make your life easier
by working on Linux when trying to compile something as complex as ffmpeg.
--
Olivier
Im having the same issue on ubunto actually...
But what do you mean when you say i dont need to solve this? How can ffmpeg be compiled without it?
Some "compiler tests" which only check if a given option is accepted, or similar
stuff, should pass, but if the test requires running an executable, that can
only fail, unless you're compiling on arm...
So you may need to tweak configure yes.
Olivier
On 11/26/2010 12:16 PM, Eli Konky wrote:
> maybe you mean I can just comment out the compiler test?
>
> On Fri, Nov 26, 2010 at 1:10 PM, Eli Konky <eli....@gmail.com
> <mailto:eli....@gmail.com>> wrote:
>
> Im having the same issue on ubunto actually...
>
> But what do you mean when you say i dont need to solve this? How can
> ffmpeg be compiled without it?
>
> On Nov 26, 2010 12:55 PM, "Olivier Guilyardi" <li...@samalyse.com
> <mailto:li...@samalyse.com>> wrote:
> > On 11/26/2010 11:20 AM, elik wrote:
> >> I'm trying to run the ffmpeg's configure on win/cygwin.
> >
> > [...]
> >
> >> What am I missing here?
> >
> > Frankly, it won't necessary solve this problem, but you'd make
> your life easier
> > by working on Linux when trying to compile something as complex as
> ffmpeg.
> >
> > --
> > Olivier
> >
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PREBUILT=/cygdrive/c/software/android-ndk-r4b/build/prebuilt/windows/arm-eabi-4.4.0
export PATH=$PREBUILT/bin:$PATH
Olivier
you set:
> --extra-ldflags="-Wl,-T,$PREBUILT/arm-eabi/lib/ldscripts/armelf.x -
> Wl,-rpath-link=$PLATFORM/usr/lib -L$PLATFORM/usr/lib -static -nostdlib
> $PREBUILT/lib/gcc/arm-eabi/4.4.0/crtbegin.o $PREBUILT/lib/gcc/arm-eabi/
> 4.4.0/crtend.o -lc -lm -ldl"
and then you get:
> /cygdrive/c/software/android-ndk-r4b/build/prebuilt/windows/arm-
> eabi-4.4.0/bin/../lib/gcc/arm-eabi/4.4.0/../../../../arm-eabi/bin/ld:
> cannot find -lc
There's something wrong with your flags.
Not sure how to link with Android's libc, Bionic, I can't really help some more.
And anyway, although I usually use configure scripts to generate config.h,
etc.., I always write an Android.mk and use ndk-build for compiling.
But ffmpeg is a complex source tree..
Olivier
Btw, why did you --disable-network ? Is ffmpeg can't work with network
in android ?
Thanks
I'm trying to decide between two approaches to fix the audio sync
issues: the first is keeping it single-threaded, but having a big
queue of video packets, and any time the audio buffer gets below half
full or the video packet buffer empties, read from the file until I've
read enough audio packets to refill the audio buffer, then continue
with the queue of video packets. Under the assumption that video and
audio packets for the same point in time are relatively close together
in the file, the video packet queue should not get very large (as long
as my audio buffer is small enough - but not too small).
The second approach is a 4-threaded approach. Have one thread that
just grabs packets from the file and inserts them into the audio or
video packet queue. When the smallest queue is above a certain size,
it will sleep for some milliseconds. Then have a video thread that
pulls packets from the video packet queue, decodes them, and puts them
on a frame queue. Another audio thread will pull from the audio queue
and insert into the AudioTrack buffer, sleeping for a few milliseconds
whenever it fills up the buffer. And the main thread from the
application will pull frames from the frame queue, upload the data to
a texture, and display the texture on the screen. This 4-thread
approach allows video decoding to happen in a separate thread from the
video rendering, which allows it to continue to utilize the processor
side of the SoC while the GPU side is crunching away at the texture,
all while allowing the audio thread to keep the AudioTrack buffer fed
and the load thread to keep the bus from memory busy. I could
probably combine the load and audio threads, since I anticipate audio
decoding and buffering to take a relatively small amount of time, and
that will fit nicely into new processors coming out this Christmas
(dual core + gpu -> video core, audio/load core, gpu display threads).
I hope there aren't any video formats that put all the audio at the
end. That doesn't seem to mesh with ffmpeg's api anyway, so I'm
considering those an outlier that the program just won't handle.
Under the assumption that the GPU driver queues all the GPU commands
then returns immediately, the single-threaded approach may actually be
faster on current hardware. It's obvious that the multi-threaded
approach will be required for next-gen devices. However, my initial
exploration into android multi-threading seems to show that Android's
threading implementation is of the variety "run the current thread
until it sleeps, then run the next one" (I decoded four full frames -
the size of my frame queue - in my decode thread before the render
thread was even given a chance to access the frame queue). So you
don't really get any timeslicing like I was hoping. I may just have
to scatter sleep(1)'s all through the code to yeild the processor and
keep everything running.
Since my end goal is to develop a simple NLE for Android, I'll need
the power of the second processor if available for the real-time
preview, and definitely to keep the length of the final encoding as
short as possible, but I can get some of that from just putting
separate videos in separate threads when compositing is required.
Either way, I hope to have a simple FFPlay app running in the next
week or so.
David
which excutable and which static libraries..? i am not getting........??
Regards,
Ganesh
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Hi,
I've successfuly built ffmpeg using this step by step guide:
http://abitno.me/compile-ffmpeg-android-ndk
On Oct 16, 2010 2:50 PM, "survivant" <sebastie...@gmail.com> wrote:
I'm really interest in that too. I wanted to compile it for Android
over a month.. but no one response to me yet. Lot of people are able
to do it, but they didn't post the solution here :(
On 15 oct, 06:37, Thorbjørn Vynne <thorbjorn.vy...@gmail.com> wrote:
> Hi Kiran
>
> I can see from ...
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hi kiran,I didn't try to test it yet, but it's strange that the size of ffmpeg.so is 1.6KB,
That's' fine bzoz libavcodec is 20203588 and that is the actual library which contains the codec.